Phantom techs

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Savra
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Phantom techs

Post by Savra »

Researchers at Phantom Garison:
Black Iron weopens: +1 to all phantoms attack-cost:4
Dark steel weopens: +1 to all phantoms attack-cost:6

Black Iron armour: +1 to both armour-cost:4
Dark steel armour: +1 to both armour-cost:6
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Dark steel weopens.png
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Dark steel armour.png
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black iron armour.png
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Last edited by Savra on Thu Aug 09, 2018 3:13 am, edited 3 times in total.
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Savra
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Re: Phantom techs

Post by Savra »

O ya, it wouldn't effect the phantom archers range so it stays at 5, to keep it from being like the Uruk archers and imperial crossbowmens range.
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Savra
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Re: Phantom techs

Post by Savra »

Maybe I should have something effecting the crossbowmens ranged...

I could remove the black iron tech and combine the dark steel techs into dark steel refining. But cost could be raised to 5-6 turns for it.
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General Brave
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Re: Phantom techs

Post by General Brave »

I don't know if anyone would be agreement for blacksmith tech for the Phantoms but it could help a bit.
Wise, Might, Loyalty. Forever stands Warfell.
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Savra
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Re: Phantom techs

Post by Savra »

Well, just one would be fine (it's like orc skin upgrade for uruks)

Essentially, all phantoms would get:

+1 to armour.
+1 to p.armour.
+1 to attack.
And for the ranged units, +1 to range.

Not to OP, but not useless either.

Just one upgrade, dark steel refining, would do. Cost could be 6 turns at the phantom garrison.
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